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Old Mar 01, 2012, 10:42 PM // 22:42   #1
jimbo32
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Default Update - Thursday, March 1, 2012

Bug Fixes
  • Fixed a bug in Raid on Kaineng Center that prevented enemies from spawning.
  • Fixed bugs that prevented players from vanquishing in Talus Chute and Deldrimor Bowl.
  • Fixed a bug that could prevent players from using the portal from Shenzun Tunnels to Tahnnakai Temple.

Feature Updates
  • Adjusted the chatter frequency of heroes and henchmen.
  • Adjusted the aggro range of flagged heroes and henchmen.
  • Adjusted the speed with which Assassin heroes execute skill chains.

Automated Tournaments
  • Updated the 2012 Automated Tournament Series Trophy in the Great Temple of Balthazar.
  • Updated the Automated Tournament map rotation.
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Old Mar 01, 2012, 10:45 PM // 22:45   #2
AndrewSX
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You're fast at typing >_>


Delete my thread then.
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Old Mar 01, 2012, 10:49 PM // 22:49   #3
Nyta
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Yay on many of these changes. ^_^

Quote:
Adjusted the chatter frequency of heroes and henchmen.
It was driving me crazy how five of them would start talking at once. That didn't use to happen. Glad to see this adjusted again.

How was the aggro range adjusted? I don't remember an issue with it. Just with how they'd wait until they got hit before they'd retaliate, which is a problem whether they're flagged or not.
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Old Mar 01, 2012, 10:49 PM // 22:49   #4
FengShuiDove
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Wow, I'm often very passive about the little fixes, but these are all actually really stellar. VQ bugs are always annoying as crap, flagged AI aggro range is hopefully a nice fix, and, of course, if Sin heroes don't fail as hard no one will complain.
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Old Mar 01, 2012, 10:53 PM // 22:53   #5
AndrewSX
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Well. Just tested on battle isles Zenmai.

It's not like a human but....it WORKS. I mean, using only the JS-FF-DB skills, she took like 3 to 5 secs to use them all in sequence; a huge improvement.

Obviously adding other things in the bar makes the chain a bit slower (stopping to attack for use Wota or such) and DPS suffers a bit, but at first glance sins hero MAY be finally on par with dervs/wars.
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Old Mar 01, 2012, 10:57 PM // 22:57   #6
Yol
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A welcome fix for talus chute there, considering it's the zaishen vanquish tomorrow.
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Old Mar 01, 2012, 11:01 PM // 23:01   #7
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Tested it against Master of Damage. My assassin hero spammed his chain skills in their correct order at recharge, and only after their "normal attack" animations were finished. But he didn't have anything else on the bar. My Ebon Vanguard Assassin Support makes the complete chain fast as well. Great change.

Last edited by DiogoSilva; Mar 01, 2012 at 11:06 PM // 23:06..
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Old Mar 01, 2012, 11:06 PM // 23:06   #8
Markaedw
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But the melee heroes are still broken now they don't fight at all, the junton was right in front of koss and he was just standing around waiting for me to attack it when as a caster I was killing the mes in the back. STUPID
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I set Koss to fight mode and it helps a bit

Last edited by Markaedw; Mar 01, 2012 at 11:23 PM // 23:23..
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Old Mar 01, 2012, 11:12 PM // 23:12   #9
FengShuiDove
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Yeah, I still think all Heroes should automatically and instantly focus on a *called target*, allowing you, the player, to call and cast at someone else or simply prep like with MoP and call when you want them to hit.
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Old Mar 01, 2012, 11:20 PM // 23:20   #10
Kunder
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Finally, EVAS got a buff. It really needed it

Assassin enemies are gonna be a bitch though.
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Old Mar 01, 2012, 11:22 PM // 23:22   #11
DiogoSilva
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Quote:
Originally Posted by FengShuiDove View Post
Yeah, I still think all Heroes should automatically and instantly focus on a *called target*, allowing you, the player, to call and cast at someone else or simply prep like with MoP and call when you want them to hit.
I just tried that against Master of Damage, and that's exactly what happened. I called target to master, cast my spells to adjacent, and my sin kept fighting the master. Never once did my sin interrupted himself to fight the target Iw as fightning, unless I called another target.
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Old Mar 01, 2012, 11:43 PM // 23:43   #12
Gli
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Quote:
Originally Posted by DiogoSilva View Post
I just tried that against Master of Damage, and that's exactly what happened. I called target to master, cast my spells to adjacent, and my sin kept fighting the master. Never once did my sin interrupted himself to fight the target Iw as fightning, unless I called another target.
Nice for casters, as long as they just cast. But it's different when attacking from range, with a bow for example. (Just tested that myself, btw.)

My assassin hero at the Master of Damage changes targets to whatever I attack (ranger with bow), even if I don't call. In practice, this results in melee heroes 'standing around' bodyblocked on the enemies frontline when I BHA someone in the enemies backline, like it has for ages.

Edit: whoa! Madness!

I'm attacking Master of Damage with a longbow at max range, Zenmai set to aggressive. When I switch to one of the nearby targets, she sets off to cast 'Return' on a Master of Winds way, way, WAY behind me. (Using her default built, never used her on my ranger.) That is really quite randomly pointless, and she does it every time. Needs work!

Last edited by Gli; Mar 01, 2012 at 11:49 PM // 23:49..
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Old Mar 01, 2012, 11:50 PM // 23:50   #13
DiogoSilva
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Quote:
Originally Posted by Gli View Post
Nice for casters, as long as they just cast. But it's different when attacking from range, with a bow for example. (Just tested that myself, btw.)

My assassin hero at the Master of Damage changes targets to whatever I attack (ranger with bow), even if I don't call. In practice, this results in melee heroes 'standing around' bodyblocked on the enemies frontline when I BHA someone in the enemies backline, like it has for ages.
That is strange, because my wand didn't make my sin change targets. But you MUST call, be with spells or not. If you don't, the hero will change to your target always.

I just tested with a bow, and I have the same results with my wand. The melee hero will ONLY attack the called target, and they will ONLY change their target to yours if you call another target, if the called target dies, or if you do not call a target.
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Old Mar 01, 2012, 11:56 PM // 23:56   #14
Gli
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Quote:
Originally Posted by DiogoSilva View Post
That is strange, because my wand didn't make my sin change targets. But you MUST call, be with spells or not. If you don't, the hero will change to your target always.

I just tested with a bow, and I have the same results with my wand. The melee hero will ONLY attack the called target, and they will ONLY change their target to yours if you call another target, if the called target dies, or if you do not call a target.
Call Master of Damage as target with control-space, start shooting at him, Zenmai rushes in. I tab to switch target and press space, she runs at the Master of Wind to cast Return. (Nuts!) She comes back to attack my new target. Really should try this with Return disabled I guess.

----------
It does work like you said with Return disabled. I'm assuming now that any skill that requires them to pick a friendly target will snap them away from the called target, like Return does. Will test that later some time when it's not 1:12 am.

Last edited by Gli; Mar 02, 2012 at 12:14 AM // 00:14..
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Old Mar 01, 2012, 11:22 PM // 23:22   #15
Yawgmoth
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Quote:
Originally Posted by jimbo32 View Post
  • Adjusted the aggro range of flagged heroes and henchmen.
Does this fix some exploits with flagged heroes not aggroing anything, or related stuff? I suppose it won't fix everything as they're not changing how the map spawns work but I wonder if this little change will have any impact.
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Old Mar 01, 2012, 11:26 PM // 23:26   #16
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Can't complain about AI updates \o/ Excited to give Assassin heroes a whirl
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Old Mar 01, 2012, 11:36 PM // 23:36   #17
Mintha Syl
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About vqs...finally!!!!!! I kept myself from doing deldrimor bowl for that, about time it got fixed.

For h/h changes...I'd like to see what they specifically imply, they're the best at being vague on update notes.
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Old Mar 01, 2012, 11:38 PM // 23:38   #18
DiogoSilva
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Quote from Zack Nickerson, at the GW Support Forum:
We’ve shortened the distance at which heroes will aggro onto enemies when set to Guard. They should now only attack things if the enemy is within aggro radius of them. Flagging them outside of enemy aggro range should actually keep them there now.

Now that:
Sin Chains work greatly;
Melee heroes on Guard won't aggro as much because they'll only attack foes near them (aka, near the party at the start of each battles);
(Since last update) Melee heroes won't waste as much time walking around doing nothing as long as you ping/ call targets;

Can we expect effective melee hero team builds on the way?
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Old Mar 01, 2012, 11:51 PM // 23:51   #19
bj91x
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Excellent update!

My A heroes' dps on the Master of Damage went from 50 before the update to 65 after the update.

The change to aggro range is also nice. Before, if you had your melee heroes set to "fight" mode and called a target, they wouldn't go after the enemies until the enemies were in earshot radius. Now, heroes set to "fight" will go after enemies around twice the earshot radius. It's much easier to have your melee heroes charge into combat first before your casters now.

Last edited by bj91x; Mar 01, 2012 at 11:59 PM // 23:59..
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Old Mar 01, 2012, 11:54 PM // 23:54   #20
DiogoSilva
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I've tested Return, and yes, the sin is completely retarded at using it.
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